Monster
Water Totem Elemental
Outside your table’s allowed sources
Official reference · PSX · 2014
- Creature type
- Elemental
- Size
- Large
- Armor class
- 14 (natural armor)
- Hit points
- 114 (12d10 + 48)
- Speed
- Walk 30 ft., Swim 90 ft.
- Challenge rating
- 5
- Alignment
- Neutral
- Strength
- 18
- Dexterity
- 14
- Constitution
- 18
- Intelligence
- 5
- Wisdom
- 10
- Charisma
- 8
- Passive Perception
- 10
- Senses
- darkvision 60 ft.
- Languages
- Aquan
- Resistances
- acid, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
- Immunities
- poison
- Condition Immunities
- exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Traits
Water Form
The totem elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Freeze
If the totem elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.
Actions
Multiattack
The totem elemental makes two slam attacks.
Slam
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Whelm (Recharge 4–6)
Each creature in the totem elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the totem elemental's space.
The totem elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the totem elemental's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the totem elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength check and succeeding.